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Author Topic: Require BP for Hostile Ship Recovery  (Read 430 times)

SafariJohn

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Require BP for Hostile Ship Recovery
« on: January 17, 2025, 04:10:36 AM »

I find it weird that one of the easiest ways to obtain a faction's ships is to blow them up. I suggest recovering ships that aren't yours should require knowing the BP or spending a SP.
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Killer of Fate

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Re: Require BP for Hostile Ship Recovery
« Reply #1 on: January 17, 2025, 04:23:56 AM »

I find it weird that one of the easiest ways to obtain a faction's ships is to blow them up. I suggest recovering ships that aren't yours should require knowing the BP or spending a SP.
Enemy ships are already harder to recover so they will require a story point to get if they are available at all.
Additionally that story point has a huge penalty for bonus experience built-in depending on DP size of the ship.
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Sandor057

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Re: Require BP for Hostile Ship Recovery
« Reply #2 on: January 17, 2025, 07:04:43 AM »

This is possibly useful as a harsh, opt-in setting for starting a new game. Not something I'd prefer a new or inexperienced player (or myself, for that matter) to be forced to use. At best it's a new SP sink, at worst a frustrating game of patience awaiting the RNG to kick in and drop the proper blueprints before the player is even incentivized to engage other factions' (or deserters') fleets.
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helias

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Re: Require BP for Hostile Ship Recovery
« Reply #3 on: January 17, 2025, 07:13:52 AM »

To me, this feels like a solution that's looking for a problem. Being able to get a faction's ships by attacking them & salvaging them isn't even a bad thing to begin with, and even if it was a problem, tying it to blueprints causes so many new problems. Now your ability to get ships post-combat is so heavily tied to RNG from getting the blueprints in the first place that it's functionally impossible; a method of getting ships that works best in the early- to mid-game is now exclusively available to the ultra late-game, at which point you should be able to just build whatever ships you want anyway since you already have the blueprints for the ships you want. You could always try raiding for blueprints, but doing so is inordinately expensive and tends to just get you complete junk. Who doesn't want to spend 2000 marines raiding big military worlds to get a Kite (S) blueprint and nothing else?
« Last Edit: January 17, 2025, 07:21:23 AM by helias »
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Megas

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Re: Require BP for Hostile Ship Recovery
« Reply #4 on: January 17, 2025, 08:18:44 AM »

This would kick Industry while it is on the ground even harder.  Industry capstones encourage living off the ground.

Also, requiring blueprint to recover would defeat the point of Automated Ships (Derelicts and Remnants) since you cannot build or buy them, and they have no blueprints to find or steal.   Ditto for LG ships smaller than Executor; they would also be off the list (no blueprints and cannot build or buy either).

For the rest of the human ships, player would either need to explore everywhere to get as many blueprints as he can, then raid industry worlds a lot for the rest.  I have done this in every playthrough and getting enough to afford the resources needed to raid big world defended by a battlestation puts this close to endgame when player can hunt Ordos.
« Last Edit: January 17, 2025, 08:20:57 AM by Megas »
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BigBrainEnergy

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Re: Require BP for Hostile Ship Recovery
« Reply #5 on: January 17, 2025, 10:09:13 AM »

This idea goes against a lot of the intentional design choices of the game. In the post-collapse sector you have to get by using whatever you find lying around specifically because blueprints aren't available and making new stuff is hard.

On top of that, there's nothing unfair about getting a new ship as reward for beating said ship.
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TL;DR deez nuts

Megas

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Re: Require BP for Hostile Ship Recovery
« Reply #6 on: January 17, 2025, 10:39:50 AM »

While the best reward from the main story is gate travel, the close runner-up to that is getting the Ziggurat, a one-of-a-kind.
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